Readings

[CGD] = Brathwaite, Brenda, and Ian Schreiber. Challenges for Game Designers: Non­digital Exercises for Video Game Designers. Cengage Learning, 2008. ISBN: 9781584505808.

[GDW] = Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games. 2nd ed. CRC Press, 2008. ISBN: 9780240809748. [Preview with Google Books]

Note: This section focuses only on the readings assigned for the course. Not every class session has assigned readings. A full listing of all the course components, including these readings, can be found in the Calendar section.

SES # TOPICS & ACTIVITIES READINGS
1

Course Introduction & Overview

What is a Game?

[CGD] Chapter 1: "The Basics."
2

Meaningful Decisions, Visibility

Norman, Donald. "The Psychopathology of Everyday Things." In The Design of Everyday Things. Basic Books, 2002. ISBN: 9780465067107.
3

Prototyping

[GDW] "Prototyping" and "Playtesting"
4 Mechanics, Dynamics, and Aesthetics: The MDA Framework Hunicke, Robin, Marc LeBlanc, and Robert Zubek. This resource may not render correctly in a screen reader.MDA: A Formal Approach to Game Design and Game Research (PDF). 2004.
5

Imperfect Information and Dice

Partlett, David. "The Role of Dice." In The Oxford History of Board Games. Oxford University Press, 1999. ISBN: 9780192129987.
6

Constraints and Usability

Norman, Donald. "Knowing What To Do." In The Design of Everyday Things. Basic Books, 2002. ISBN: 9780465067107.
8 Assignment 1 report and changelog due [CGD] Chapter 2: "Game Design Atoms."
9 Randomness and Player Choice Kaufeld, John. "Randomness, Player Choice, and Player Experience." In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. [Preview with Google Books]
10 History of American Board Games Orbanes, Philip. "Learning the Game 1898-1910." In The Game Makers: The History of Parker Brothers, from Tiddledy Winks to Trivial Pursuit. Harvard Business Review Press, 2003. ISBN: 9781591392699.
11

Game, Play, Sport–Definitions

Partlett, David. "Welcome Aboard." In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987.
12 Game Lab Buy at MIT Press Salen, Katie, and Eric Zimmerman. "Games as Systems of Information." In Rules of Play: Game Design Fundamentals. MIT Press, 2003. ISBN: 9780262240451. [Preview with Google Books]
13 Cybernetics and Multiplayer Costikyan, Greg, and Drew Davidson, eds. "The 3 Player Problem." In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608. [Preview with Google Books]
14 Adding and Cutting Mechanics [CGD] Chapter 14: "Adding and Subtracting Mechanics."
16 Simulation and Assignment 3 Frasca, Gonzala. "Simulation 101: Simulation vs Representation." ludology.org. 2001.
19

Space Control

Partlett, David. "Space Control" and "Corner Your Fauna." In The Oxford History of Board Games." Oxford University Press, 1999. ISBN: 9780192129987.
20 Cooperative Game GoogleTechTalks. "Cooperation and Engagement: What can board games teach us?" April 30, 2008. YouTube. Accessed August 22, 2014. https://www.youtube.com/ watch?v=cdTVcFo2EQw
21 Social Play Buy at MIT Press Salen, Katie, and Eric Zimmerman. "Games as Social Play." In Rules of Play: Game Design Fundamentals. MIT Press, 2003. ISBN: 9780262240451.
22 Changing Rules Olotka, Peter. "Fair Isn’t Funny: The Design of Cosmic Encounter." In Tabletop Analog Game Design. Lulu.com, 2011. ISBN: 9781257870608.
23 Dekoven Buy at MIT Press De Koven, Bernard. "Changing the Game." In The Well-Played Game: A Player's Philosophy. MIT Press, 2013. ISBN: 9780262019170. [Preview with Google Books]